Warriors aren't my complaint g about lower dps in relation to other dps we are complaining about having low dps as compared to other tanks. We have no raid utility the other tanks do we need to do quite a bit more damage to make up for that just like se made tge arguement to justify sam dps. War is in the same place its the sam of tanks without doing more damage when played optimally.



I guess I'm not seeing the issue here. The increase in enmity generation will greatly assist tanks in low level instances. In particular, light parties with red mages or samurai. Those guys can rip aggro of a tank in no time.
Furthermore, wouldn't the fact tanks generate even more enmity grant high level tanks more opportunities to use their higher damage abilities?![]()

But tanks are just suppose to hold hate and use def CDs. Why do we need to do anything more than flash?I guess I'm not seeing the issue here. The increase in enmity generation will greatly assist tanks in low level instances. In particular, light parties with red mages or samurai. Those guys can rip aggro of a tank in no time.
Furthermore, wouldn't the fact tanks generate even more enmity grant high level tanks more opportunities to use their higher damage abilities?

Its because SE has made tanking at higher levels so mind numbingly easy that the only enjoyment people can find in it is maximizing their dps. This happened in 3.0 and instead of addressing the issue then (they had AST and MCH to worry about), they put it off until now and its biting them in the ass. All the Tank jobs need a fundamental reworking if SE wants us to not focus on dps.As someone that was turned off of tanking somewhere around Cutter's Cry, I can't really complain here. But all I'm seeing is a bunch of end-gamers wailing without any consideration for what it means for the learning tanks.
Maybe it's just because I don't view tanking the same as the rest of you, idk. I mean, I get it, you don't want to just be the party lightning rod so everyone else can do their fun things. But if I were gonna jump back onto PLD or something, I'd still be focused first on keeping aggro, and if that's getting buffed, at least it means I'll have a better chance of trying my other fun things. Not that it really matters to me. Mostly just felt like pretending to make a difference on that front.

This is true, but this is why I think the entire Tank role and possibly raid / mob damage needs to be adjusted. Right now they've just taken away the dps and given us nothing in return, they need to give us something to do more fitting to a Tank's role. Possibly same for Healers too. Every class simply being "a different kind of dps" isn't good. At least IMO.
Why though? Mechanically it doesn't really make a difference if you optimize dps or dtps (if the systems are similar in complexity). Personally I favor the dps optimization of this game over the damage smoothing and hps checks of others. The risk/reward balancing and per fight optimization of cooldowns and dps uptime is just more interesting for me.
Last edited by Alphras; 07-05-2017 at 07:39 AM.

Because it makes every class the same. If every class is optimize dps, then every class is going to feel too similar. Dps manages dps, Tanks manage mitigation, Healers manage hps / mana. It allows people to play to whatever playstyle they want. If you want to dps, play a dps. Why make dps the main mechanic of a Tank when dps classes already exist?Why though? Mechanically it doesn't really make a difference if you optimize dps or dtps (if the systems are similar in complexity). Personally I favor the dps optimization of this game over the damage smoothing and hps checks of others. The risk/reward balancing and per fight optimization of cooldowns and dps uptime is just more interesting for me.


No, I mean between 4.0 and 4.01.
For the last 2 weeks, Souleater has been returning 100% damage dealt as HP, regardless of the tooltip change ("a portion").
But now after 4.01, it's not returning 100%. More like 80-90%.
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